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o3de/Assets/Engine/Config/spec/android_medium.cfg

81 lines
2.2 KiB
INI

sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
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-- Misc. memory buffers
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e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
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-- Animation
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ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
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-- sys_spec_objectdetail
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e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
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-- sys_spec_postprocessing
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r_HDRBloom=0
r_SunShafts=0
r_ToneMapExposureType=1
r_ColorSpace=2
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-- sys_spec_shading
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r_VisAreaClipLightsPerPixel=0
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-- sys_spec_textureresolution
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r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2